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KEMP

Step 1: Introduction

Prerequisite: Knowledge of Rock, Paper, Scissors.

Read through all the instructions before attempting to play the game.

Goal of KEMP: Have your team of 2 obtain all the letters in the word KEMP. Each round, everyone tries to obtain 4 of the same face or number card. Once obtained, you need to use your team’s signal to alert your partner that you have four of the same face or number cards. Once your partner notices the signal, they have to say “KEMP”. After accomplishing this task, your team is awarded the first letter (K) and wins that round. This continues until one team wins 4 rounds to spell “KEMP”.

The game requires at least 4 players to play and ends when one team has all four letters of KEMP. For more than 6 people to play, there must be an even amount of players. If 8 or more people are playing, the game requires a second deck of cards.

Step 2: Obtaining Materials

Find and or purchase 1 or 2 deck(s) of cards.

(Optional) Find a piece of paper to record the score.

Step 3: Create Teams

Pick teams of 2 people. Partners should sit across from each other.

Each team creates a secret signal.

Separate from the opposing team(s) to talk without them hearing. It is suggested to go into separate rooms. Each team will communicate with their teammate to select a signal.

This signal will be used to capture their teammates attention during the game.

Example: Placing your right hand on the table when, as pictured above.

Step 4: Game Setup

Open the deck(s) of cards and remove the joker cards.

Thoroughly shuffle the cards and form them into one pile face side down in the center of the play surface.

Select one player to act as the Dealer for the round.

Rotate who acts as the Dealer after each round.

One round is defined as one team winning a letter.

The Dealer then needs to deal 4 cards to each player including them self. Players can look at their 4 cards to determine what they need to switch with during the round.

The remaining cards should be set in the middle of the play surface face down.

Step 5: Start the First Deal

The Dealer will start by flipping 4 cards from the top of the not flipped deck in the center of the play surface placing them face-up next to the not flipped deck, as pictured.

Each player can choose to select, or not select, any of the 4 cards from the play surface. After each player is done selecting, the Dealer will discard the 4 remaining cards in the center of the play surface and form a pile off to the side.

This part of the game is a quickly paced free for all with players picking up and putting down cards that they do not want/need with each player ending with 4 cards in their hand.

The goal is to get 4 of the same card number or face. Example: All Jack’s, as pictured.

Repeat this entire stepevery deal.

If the not flipped cards in the center of the play surface run out, the Dealer will need to shuffle the discarded cards pile and return that stack of cards to the center of the play surface, face down.

Step 6: Saying KEMP

Once a member of a team collects 4 of the same number or face card, they need to use their secret signal to get their partner’s attention to say KEMP.

If you believe the opposing team has 4 of the same number or face card, you may yell out KEMP and win the round for your team.

If they do not have 4 of the same number or face card, the team accused wins the round.

When two individuals from opposing teams say KEMP at the same time, there is a tie. To end the tie, both players must play rock, paper, scissors to determine the winner for that round.

Upon a team saying KEMP, the round comes to an end with the winning team earning one of the 4 letters of KEMP starting with the letter K.

End of Round: The Dealer from that round collects all the cards, reshuffles, and proceeds to deal out the cards to the players once again.

At this point, switch who is the Dealer to ensure a fair game.

Step 7: Game Conclusion

When one of the teams has all 4 letters of KEMP they are the victors.

Step 8: ​Tips & Strategies

Don’t let any other players see your cards.

Create a signal that the other team will not recognize.

Example Scenario: Scratching your head. This can fool the opposing team so they do not know your teams signal.

Keep track of the cards other players are picking.

Example Scenario: If a player picks up 2 queens and you hold one at the time, you should not put down your queen. This keeps the player from getting 4 queens to win the round.